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ArmorsEdit

All soldiers begin with a set of basic Kevlar Armor, which confers no benefits beyond allowing a single Utility Item to be equipped.

Further upgrades require Plated or Powered Armor Technologies. Each must then be manufactured individually by completing the required Proving Ground project, with the exception of Predator, Warden and SPARK armors, which are Squad upgrades built directly at Engineering.

Light ArmorsEdit

Light Armors grant the wearer extra mobility and dodge, focusing less on Health and more on the movement flexibility of the wearer. All Light Armors share the ability to deploy a Grappling Hook to reach elevated surfaces, and in extreme cases will allow the user to pass through solid objects with Wraith.

Medium ArmorsEdit

Medium armors are general purpose armors which balance mobility with protection, allowing for an additional Utility Item to be equipped, while Icarus Armor* is able to quickly shift positions and vault over objects and walls.

Heavy ArmorsEdit

Heavy Armors focus on the survivability of the wearer, increasing both Health and Armor points, and each possesses the ability to mount a single Heavy Weapon.

SPARK ArmorsEdit

SPARK Armors are exclusive to Shen's Last Gift DLC, and can only be equipped on SPARK units. They do not confer any particular attributes or abilities, but each iteration will grant additional Health, mobility, and an extra point of Armor.

Resistance ArmorsEdit

Reapers, Skirmishers, and Templars each have their own faction-specific set of armors, which share characteristics with Kevlar, Predator and Warden armors minus a few Utility Item slots. They are only available in the XCOM 2: War of the Chosen expansion.

Legacy ArmorsEdit

Resistance Warrior Kevlar Armor, Improvised Field Armor, Enhanced Field Plate and Experimental Power Armor are alternate appearances for standard armors that share identical characteristics, included in the Resistance Warrior Pack and Tactical Legacy Pack.

Armor StatsEdit

HealthEdit

All armor classes increase a soldier's Health value significantly, while only select models increase the Armor value. This distinction is notable to the effect that armors primarily increase a soldier's Health pool, and not their Armor value.

ArmorEdit

Armor is a concept separate from Health and wearable armors, and represents a soldier's damage reduction capability. Yellow pips to the right the Health bar represent Armor points, available on select suits of armor and certain abilities. Any incoming damage, except for Armor Piercing (armor-ignoring) damage, will be reduced by this amount, applied before the Armor is shredded. Armor is only depleted when shredded and will otherwise continue to offer full protection.

Armor ShreddingEdit

Shredding is the ability to permanently destroy a target's Armor, mitigating or eliminating its damage reduction capabilities. Grenades, Heavy Weapons, SPARKS and the Grenadier's Shredder ability all have the potential to inflict such vulnerabilties.

Armor PiercingEdit

Piercing damage is armor-ignoring damage, also referred to as nullification, and is frequently featured on Psionic abilities vs Organics and those of the Specialist which target Robotic units. Any such ability will ignore a specified amount or even completely nullify the target's Armor for a single attack.

Table of ArmorsEdit

Types of body armors used by soldiers in XCOM 2.

Armors
NameClassHealthArmorMobilityDodgeSlotsAttributes
Kevlar ArmorBasic 1
Spider SuitLight+4 +1+201Grapple
Wraith Suit+6 +2+25Grapple, Wraith
Serpent Suit*+5 +1+35Grapple, Frostbite, Panic Vipers
Serpent Armor*+7 +2+40
Predator ArmorMedium+4 2
Warden Armor+6+1
Icarus Armor*+7+1+1 Vault, Icarus Jump, Panic Archons
E.X.O. SuitHeavy+5+1 1Heavy Weapon slot
W.A.R. Suit+6+2 Heavy Weapon slot, Shieldwall
R.A.G.E. Suit*+6+1+1 Heavy Weapon slot, Rage Strike, Panic Mutons and Berserkers
R.A.G.E. Armor*+7+2+1
Nanoscale VestUtility Vest+1 n/a
Hellweave+2 Inflict Burning to attackers
Plated VestExperimental Armor+2+1 n/a
Hazmat Vest+2 Immunity to Burning, Acid Burn, and Poisoned
Stasis Vest+2 Regenerates 2 HP per turn, up to 8 HP per mission

* Alien Hunters DLC

  • Utility Vests and Experimental Armor are considered Utility Items and may be combined with any of the above Armor systems.
  • The Grenadier ability Blast Padding provides +1 armor and reduces Explosive damage by 66%.
SPARK Armors
NameClassHealthArmorMobilityDodgeSlots
SPARK Armor§SPARK n/a
Reinforced Frame§+3+1+1
Annodized Chassis§+5+2+2

§ Shen's Last Gift DLC

  • The SPARK ability Bulwark provides +1 armor.
  • The SPARK ability Sacrifice provides +2 armor and +20 defense every 3 turns.
Resistance Armors
NameClassHealthArmorMobilityDodgeSlots ReaperSlots Skirmisher/Templar
Resistance ArmorResistance 01
Plated Resistance Armor+4
Powered Resistance Armor+6+1

War of the Chosen

  • Although the Grapple ability is not integral to the armor, Skirmishers gain this skill by default at the rank of Squaddie.
  • The Specialist ability Tactical Rigging provides +1 additional Utility Item slot, and costs 11 Ability Points, assuming you can acquire it randomly as an XCOM skill.

See alsoEdit

Weapons
Primary:
Tier Shotguns:
(Rangers)
Cannons:
(Grenadiers)
Sniper Rifles:
(Sharpshooters)
Rifles:
(Specialists, Rangers, Psi Operatives and Rookies)
Tier 1 Shotgun Cannon Sniper Rifle Assault Rifle
Tier 2 Shard Gun Mag Cannon Gauss Rifle Magnetic Rifle
Tier 3 Storm Gun Beam Cannon Plasma Lance Plasma Rifle
Chosen Arashi (none) Darklance Disruptor Rifle
Secondary:
Tier Swords:
(Rangers)
Grenade Launchers:
(Grenadiers)
Pistols:
(Sharpshooters)
GREMLINs:
(Specialists)
Psi-Amps:
(Psi Operatives)
Tier 1 Sword Grenade Launcher Pistol GREMLIN Psi Amp
Tier 2 Arc Blade Advanced Grenade Launcher Mag Pistol GREMLIN Mark II Advanced Psi Amp
Tier 3 Fusion Blade (none) Beam Pistol GREMLIN Mark III Alien Psi Amp
Chosen Katana (none) Darkclaw (none) (none)
Additional Equipment

ArmorsGrenadesUtility ItemsUpgrades